Fighter
Base Class: Fighter

In the heart of battle, where the clash of steel and the roar of spells fill the air, the Warlord stands as a beacon of power and leadership. Drawing upon their unmatched battlefield acumen and indomitable will, Warlords inspire their allies to feats of greatness and terrify their enemies with their commanding presence. This subclass is designed for Fighters who wish to embrace the role of a tactical leader, using their strength and cunning to shape the outcome of combat.

The Warlord is a subclass for Fighters who see the battlefield as a grand chessboard, where every move is critical and every soldier is valuable. Through their leadership, Warlords turn the tide of battle, making their allies heroes and their enemies tremble in fear. Whether leading a charge or holding the line, the Warlord stands as a pillar of strength and strategy, a true commander in the heat of combat.

Warlord's Rally

Your voice rallies your allies, instilling them with the courage to press on. As an action, bolster allies within 20 feet, granting them temporary hit points equal to your Fighter level + your Strength modifier. Select one ally among them to make a single weapon attack as a reaction. This feature is usable once per short or long rest.

Tactics of the Warlord

Starting at 3rd level, you can call upon your knowledge of tactics and warfare. You learn two tactics of your choice, from among the tactics described below, and each time you gain a level in this class, you can replace one tactic you know with a different one from this feature. When you reach certain levels in this class, you learn additional tactics, as shown in the Tactics Known table.

Tactics Known  
Fighter Level Number of Tactics
3rd 2
7th 3
10th 4
15th 5

 

The following tactics are available to you when you learn a rune. If a tactic has a level requirement, you must be at least that level in this class to learn the tactic. If a tactic requires a saving throw, your Tactic save DC equals 8 + your proficiency bonus + your Strength modifier.

You learn one additional tactic of your choice at 7th, 10th, 15th, and 18th level. Any Tactic Known can be used once per short or long rest. At 14th level you can use each tactic twice per short or long rest.

Battlefield Insight

  • Passive: You are trained to notice the smallest details in the heat of battle. You gain proficiency in the Perception skill. If you are already proficient, you add double your proficiency bonus to checks made with it.
  • Active (Reaction): When an enemy you can see makes an attack, you can use your reaction to grant advantage on the next attack roll made against that enemy by you or an ally within 30 feet of you.

Frightful Dominance

  • Passive: Your very presence intimidates those who oppose you. Gain proficiency in the Intimidation skill, or double your proficiency bonus if you're already proficient.
  • Active (Action): With a fearsome display of power, you intimidate enemies within 30 feet who can see or hear you. Each enemy must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. This tactic showcases your ability to demoralize foes with your ferocity.

Indomitable Might

  • Passive: Your unwavering strength is evident to all. Gain advantage on all Strength checks and Strength saving throws.
  • Active (Bonus Action): Bolster the resolve of you and your allies within 60 feet, granting resistance to all damage until the start of your next turn. This might demonstrates your ability to inspire toughness and resilience in the face of overwhelming odds.

Last Stand

  • Passive: Your resilience in combat is unmatched, allowing you to push through injuries that would fell lesser warriors. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
  • Active (Condition Trigger): If an enemy's attack reduces you to 0 hit points or fewer, you can immediately make one melee weapon attack against that enemy as a reaction. This attack deals an extra 2d6 damage if it hits. This reaction does not prevent you from being knocked unconscious if the damage is sufficient, but it represents your indomitable will to fight on, dragging your enemies down with you.

Rending Strikes

  • Passive: Your attacks leave lasting wounds on your enemies. Your melee weapon attacks deal an additional 1d4 damage to any creature that is under the effects of a condition (frightened, charmed, etc.) caused by you or an ally.
  • Active (Bonus Action): When you target one creature with a melee attack on your turn, that creature suffers an ongoing 1d4 damage, even if the attack misses, at the start of each of its turns for the next minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect early on a success. This tactic reflects your ability to exploit vulnerabilities, causing significant injury to your foes.

Shielding Command

  • Passive: Your leadership provides a defensive boon to those around you. You and allies within 10 feet of you gain a +1 bonus to AC.
  • Active (Bonus Action): Empower an ally within 30 feet with a surge of protective energy. That ally gains temporary hit points equal to 1d10 + your Fighter level. This command represents your ability to direct your allies to brace for impact.

Tactical Maneuver

  • Passive: Your strategic mind keeps you steps ahead. Gain a +5 bonus to initiative rolls.
  • Active (Condition Trigger): When an enemy enters within 30 feet of you for the first time on a turn, you can immediately move up to half your speed without provoking opportunity attacks. This movement does not count against your movement on your turn. This maneuver reflects your adeptness at positioning and repositioning to gain the upper hand.

Battle-Hardened Agility

Under your command, allies within 15 feet excel in their physical endeavors. They gain advantage on Ability checks made with Strength and Dexterity, as well as on Constitution saving throws, readying them for the trials of battle.

Superior Tactics

Your strategic mastery grows, allowing you to exert greater influence over the battle. Once per long rest, you can grant an extra use of one of your Tactics. 

Warlord's Command

Your command resonates with authority, offering a choice between granting allies advantage on their next attack roll or resistance to all damage until the start of your next turn after you use "Warlord's Rally."

Commander's Ultimatum

With a decisive command, you push your allies beyond their limits. Once per long rest, as a bonus action and requiring your concentration, choose allies up to your Strength modifier within 60 feet. For 1 minute, these allies can make an additional attack as part of their Attack action and have advantage on the first attack they make each turn.

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